Heart wrote:I always find it faster and easier to bload sprite data in rather than repoke/recompile/ressemble data statements.

Originally I did repoke the data in with my code. But this essentially uses twice the memory space. So now I set my cc65 config file to place the declared sprite data in memory locations where my sprite pointers goto. Now I do not have to repoke in code, though I still have to recompile (I don't mind that)

I also started on a top down adventure game called Hector's Mansion.
[video]https://youtu.be/68dPU3XaIN4[/video]
Game download at:https://drive.google.com/file/d/0BxrxBh ... sp=sharing
I used a math formula to create the mazes so it can be grown much bigger in size without much more use of RAM. The mazes are not random though. The maze is always the same from game to game. The graphics were only using PETSCII but I am using CBM prg studio to create graphics that will make it more into a zelda style game.

The next game I finished is called "Crazy Carson Cousins" It is the first game in which I moved out of PETSCII graphics and started using multicolor custom chars. I used CBM prg studio for this also. I adapted the output for that program so the graphics data can be used in a C program.
Here are some screenshots for the game:
[video]https://youtu.be/RzjgkTH3068[/video]
Game download at:https://drive.google.com/file/d/0BxrxBh ... sp=sharing

The game file size is bigger than usual because I put the game logic where VIC Bank 0 would be and the VIC Bank 2 has the graphics. The compiler padded all the space in between. I also did not compress the graphics as most of it is in a raw format.
Next version will have scrolling and bosses.